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burt0r

burt0r

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  • @Huff said:

    I agree with some people that it is a potential buff, but not so long as keys exist in their current state. They did announce planned changes to keys, but if I'm being honest, I'm not super happy with the fact that they decided to nerf moris such a long time before they did anything to keys.

    The patch that the mori change happened, they could have literally just removed keys/moris from the game entirely, at least temporarily, and I would have been more satisfied with the outcome. The fact that they chose one to nerf and left the other side with their strong item just feels so wrong.

    I have to admit for the mori nerf i slip into the category of a conspiracy theorist.

    It seems so similar to the insta kind nerf and the implementation of colorblind mode. Both were things long in discussion and asked for by the community but we're always either delayed or simply waved off. The first was done after an embarrassing match of a dev against a Korean team which made it's waves on YouTube and son on. The other was the PR blunder on Twitter iirc? Both were fixed in an astonishing short amount of time right after (respectivly 2 or 3 weeks?).

    The mori nerf was in my eyes a method to calm atleast the bigger part of a rowdy community after the release of the twins chapter which was also accompanied by many new bugs and problems and very lackluster over all.

    This nerf was so easy to do and nobody can tell me that they never had the idea in several years after the change to after-first-hook Moris.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278774#Comment_2278774

    You cannot always retrieve your item in time. I have even seen killers camp an item that they took with Franklin’s. That behavior is petty, killers abused such a toxic perk to steal survivors’ items with no repercussion.

    It’s a two-way street: If killers have a perk to take our items, we need a perk to take their add-ons or at least weaken the power of whatever busted add-ons they brought into a trial.

    Cool when is the implementation of the two-way street of killer finding add-ons in the map during the match? At the same time? I guess that would be never.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2276175#Comment_2276175

    No, they're not. You're making an assumptive claim over something that literally is conditional. If the survivors even make the hatch spawn, then that is fair play for them to use it by however means they can to escape. The purpose of the hatch is to give survivors an additional means to escape. The keys are there to help in that regard. Again, if the survivors aren't dead by the time they escape through the hatch then that is your fault, not theirs and not the key's. Keys are not broken. They are not overpowered. They do not need to be changed.

    Ehm how are those conditions of "number of done generators plus 1" ever not fulfilled at some point? And even a 3k at 5 gens let's the hatch spawn.

    Kill 3 people -> hatch always spawns

    Kill 2 -> hatch spawn after 3 gens (the norm for good survivors at the time of the first Hook)

    Kill 1 -> 4 gens, even with tunneling the first found survivor to death, the rest would have enough time to finish those gens, given the lack of pressure camping and tunneling brings

    (Kill 4/0 -> well no hatch needed either way)

    There is no possible way for the killer to avoid a hatch spawn with the possibility of survivor finding and using it outside if a 4 people simultaneous slugging.

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2281207#Comment_2281207

    They looked for it though so they could have closed it immediately without guiding the survivor to it.

    https://forum.deadbydaylight.com/en/discussion/comment/2281204#Comment_2281204

    I would rather hook them than I would waste time and shut it in their face. Clickers and t baggers are annoying but would not lower myself to their level.

    I would never do it like that, survivor normally already waste 3 minutes each trial. 1 minute in the prelobby by not readying Up either to last second switch or because they went afk due to longer queue times (thx for increasing mine and 3 other people's as well).

    And the other 2 during egc, spamming vault and whatnot to get my attention so i watch them get out but i rather farm points by breaking leftover dropped pallets or breakable walls and then go off screen on yt or check these forums on my phone.

    Fyi I don't tunnel, camp or care for kills, the reason why so many are still alive during egc and feel like they stomped me and have to rub it in. (Happened in 90+ percent of my games, only a few i can remember that they leave when they should)

  • The only abuse I could see would maybe be something like triggering blood warden by focusing on a bot during egc.

  • @konochivu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280686#Comment_2280686

    I'm going to say this again if you don't know what insta-down killers are, if survivor's losing one health state by killer's power and next time they get slapped by the killer they get downed that doesn't turn then into insta-down killer. By your logic if survivor don't heal after getting stabbed by legion feral frenzy this makes him an insta-down killer which in reality he isn't. Getting broken status effect means you can't get healed to second health state while killer with insta-down powers take 2 health states. Plague itself after infecting a survivor need to down him and her corrupt purge only takes 1 health state when used on the healthy survivor. SHE ISN'T A INSTA-DOWN KILLER IF SHE CAN'T INSTANTLY DOWN A SURVIVOR WITH HER POWER when you realize that?

    @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280703#Comment_2280703

    Oh i fully understand her power. She infects survivors or objects, survivors get sick and have the broken status effect until they cleanse themself at a fountain.

    BUT high rank survivors usually don´t cleanse themselves until all gens are completed. Meaning that during most part of the match, they can be downed with 1 hit. Be if a m1 attack or her puke.

    Yet, this doesn´t stop survivors. Do you really think, that Nemesis who needs 3 hits to down a survivor is stronger than this?

    Uh boy .... Someone that joined this forum (and the game maybe) for 6 months thinking they can explain something to a person that is already playing for 2 and a half years longer is purely hilarious. Even more so when it is simply about semantics. 😂

  • I still like the idea of spawning the killer always in the basement. Then they could set survivor the furthest away from there in a 30 degree cone (still all together but not necessarily completely predictable). Lit Totems should also spawn the furthest away from both parties.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280684#Comment_2280684

    I’ve never seen Nemesis lose anyone after contaminating them so far, this speed boost is being highly overrated. He’s extremely strong at many loops, the speed boost is required.

    Damn I really should've added the "unrelated to nemesis" part. My comment was only aimed at "idk what half of the other killers are" part.

    Pls imagined it (my previous comment) with a cynical sarcastic voice.

  • @WexlerWendigo said:

    If Nemesis is weak, idk what half of the killers are

    Not being able to possibly keep up when/IF survivor start to play using their FULL potential?

  • @BronzeHandModel said:

    Maybe its just me, but when i play Nemesis i get destroyed most of the time. When See otz playing, he easy Kills much better survs then i was facing. I think he is just not my type of Killer. I cannot say what tier Killer he is. I hope that i get used to him some day.

    Using streamer and even more so the bigger ones as comparison is useful as looking at the pro league player in league of legends for their outplay with the exception that lol matches challenger player against each other and not everything down to gold. The argument this Streamer can do a 1000 4k streak holds no value when someone from the top 10/5% of the community gets matched against 70% of the rest.

  • @bsloth87 said:

    insidious cancels out every single survivor aura reading perk. 🤷‍♂️

    In exchange for not moving and ignoring all objectives (and yes I know:"BUT CAMPING!!!1!").

  • @Sluzzy said:

    Distortion should be unlimited. There's no reason it shouldn't be. Survivor needs more meta perks and with so many aura perks, there needs to be some counters. There is killers with OP aura add-ons and it wastes distortion in no time.

    You forgot to say it should also block killer instinct at the same time.

  • @Sunri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2277581#Comment_2277581

    eu it takes around 10 minutes to get killer match and i always have insta survivor que

    I am also Eu, on PC, playing in the evening with crossplay on and I wait max 1 minute.

  • @Zephinism said:

    you should be able to kill your character if you've been slugged for longer than 60 seconds.

    I used to DC if I was slugged for over a minute while the killer looked frantically for the last guy who was probably hiding in a locker in the basement. With DC penalties being what they are I just tab out, watch YouTube tab back to DBD an hour or two later and just close the game.

    Just an honest question out of curiosity but why hours later when bleedout is up to two minutes? Interest in the YouTube video spree or simple frustration?

    (Not mocking you here or anything but I would really just like to know since I do the same after getting mass bodyblocked going for a hook, or the like, after a certain amount of meh games as killer.)

  • @meenadeva said:

    https://forum.deadbydaylight.com/en/discussion/comment/2276684#Comment_2276684

    I never had such an awful lagging issue before the Resident Evil update, Hope the devs will fix this soon.

    The problem is that those things can be quite different for everyone. I never had a disconnect since release on 3 different PC.

    A few weeks ago I got kicked out of the loading screen 2 times resulting in a 5 minute timeout. No idea why or how but sometimes stuff like that happens.

  • Aren't there always threads about performance problems after a new chapter? Isn't this by now the standard for dbd between a chapter release and the inevitable hot fix one or two weeks later?

  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2276624#Comment_2276624

    So you are insulting us because you don’t agree with us?

    No because talking to you guys is like talking to the kind of people I described. Just like talking to a Brick wall. There is no logical discussion with you, either we agree or anything is wrong. I read a bunch of both of your threads and a other guy and you three are all blowing the same horn and the mostly the only ones agreeing in your respective threads.

    So i am not directly insulting you but comparing you to a special group of people which behaviour is mirrored by yours.

  • @Sonzaishinai said:

    God dangit.

    Can the devs pls make an official anouncement that it's an automatic flag system and not an automatic ban system.

    Nobody is going to get banned by a machine. It's sad to see so many people think this

    I stopped trying to tell people that after 3 threads.

  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2276311#Comment_2276311

    Don’t campers forget they are playing agaisnt a real person? They have every right to be mad. Autoban will finally fix this game.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/257844/people-like-this-is-exactly-why-an-auto-ban-system-cannot-work

    I fail to see how this friend is in the wrong here? Tunneling/camping/slugging are all reportable offenses in the unsportsmanlike category, this is indisputable. Killers who employ these tactics are actively cheating the survivors out of a fair match, preventing them from playing the game and earning blood points.

    Damn, sorry but at this point you two don't seems like simple sluzzy fans anymore but like people that also believe earth is flat and a tinfoil hat helps you.

  • @ManWithALemon said:

    They're bear traps that move slower than a crouch-walking Survivor and that the Killer himself has absolutely zero control over. Their AI is slow, unresponsive, and has the worst pathfinding I've ever seen. The only thing they do decently is tracking and even then they're so slow and stupid that they'll often be chasing a Survivor in the opposite direction of where they actually are or just get themselves stuck on a rock. They're a lame tacked-on part of his kit to the point where the whip is pretty much his entire power.

    The zombies suck. A lot.

    And people thought behaviour would've made the first step to bot killers 😂

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272400#Comment_2272400

    Because it didn't, a survivor isn't going to just leave an extremely strong item to get destroyed. If you didn't have the memory of a goldfish, you could easily just pick the item back up before it got destroyed, therefore meaning that Franklin's Demise achieved nothing against that item.

    @CakeDuty said:

    I honestly don't understand what the big deal is.

    Good survivors would go back to the key, pick it up and drop it again as soon as they learned the killer has Franklins, picking it up again when needed, making it do absolutely nothing unless the killer camped the key. Now at least the items loses charges upon first drop. Sure it's less effective on keys now, but way more useful on other items.

    I am just half thorough this thread but had to answer you.

    Franklin's didn't destroy items but made survivor more predictable. Most survivor won't let their item go and simply patrolling by the dropped item gives many chances for hits and dropping the item instantly again. Survivor behaved like headless chicken and ran back to their item even mid hade to reset the timer and get downed in the end which wasn't a clever tradeoff.

  • @latinfla4 said:

    Happy lightborn and haunted grounds day😂

    Cool so getting Lightborn on all my killers was worth after all XD

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268802#Comment_2268802

    How can she be the most balanced when other killer who are much weaker like huntress or Demo are considered to be balanced

    Even old billy was considered to gold standard and he’s always been leagues away from nurse

    I would agree that she is the most balanced killer in the aspect of a newby will most likely lose with her even against new survivor due to lacking the skill but she is also one of a few if not the only killer being able to keep up (not inherently win but keep up) at the top of the skill ladder where coordinated 4 men swf squads wait.

    No other killer has that. But at the same time she is busted in the middle mostly thanks to matchmaking being a mess for years in my eyes.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267173#Comment_2267173

    That’s a fair point actually I’ve never really seen the devs play billy tbh

    Would you mind sharing this clip or a link to it? I've only seen mcotes endeavor with insta blinds.

  • @arcticgirl36 said:

    When I play I try to avoid camping as much as possible. I even try to alternate which survivor I hook, get as many hooks as possible, and go away to check distant generators. But often times I see a survivor circling me like a vulture while I am carrying another survivor to the hook. They don't even give me a chance to leave the area. Should I follow them in and get them as they are unhooking the other survivor? What is the proper thing to do?

    Also should I keep an eye on hooked survivors from a distance? Let them get unhooked. Then go back in to the hook when I am alerted they are unhooked. (Because there will likely be two survivors in that area)

    I am just asking what the best approach is. I am interested in giving everyone a fair game and proper etiquette. When I play killer I like to think of myself as dungeon master or the host of the game I am playing. But I still want to win.

    The most hilarious and mind-blowing thing is that killer player even ask what proper etiquette and so is and how they are "allowed" to play. That it has come this far.

    I would love to see a group or even solo survivor see 3 gens pop during the first hooking and think to themselves "Boy now I have to got check for totems, loot a chest or go to the farthest generator to reduce pressure on the killer or i make it unfun for them."

    The only thing you will get at best is the item drop or people walking up to hooks to ask to be sacrificed which, while the intention is good, still makes people feel like crap after getting 1-2 hooks all game.

  • Then why aren't you on Reddit or the steam forums where I heard survivor are the vocal whining majority?

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269206#Comment_2269206

    That is when you take a good break...the game will still be there when you come back whether its hours, days, or even months.

    That's why I only play this game every few weeks. Only when I am in the mood for it.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269109#Comment_2269109

    The change actually punishes survivors for playing the game. It's useless now. Can you tell my why it wouldn't be fair if DS deactivated if the killer downed or hooked someone else? That would literally be the killer not tunneling, but that's not what the devs did. Playing killer has never been easier. They're making the game miserable for solo survivors, so I hope all the killer mains have fun going up against nothing but swfs when they drive us all away.

    I'd love to not have to run DS but so many killers tunnel, I didn't have a choice if I wanted a CHANCE to stay in the game. One counter to DS? Don't tunnel. Slugging was valid. Sometimes, you're not going to win.

    Killers cannot seem to handle that yep, in some circumstances, it sucked for them to tunnel instead of for survivors to be tunneled out of a game.

    It would still be unfair because it gives the survivor way too much freedom of choice to use a normally defensive tool for otherwise misplayed offensive maneuvers.

    With your version people could still bodyblockfor other without the danger of getting rebooked because they still have a free chase for example.

    Also why should this perk protect people when they actively or passively advance the state of the game without making themself available for targeting again?

    Why don't you search for another survivor to heal you instead of hopping on the next gen and feel either protected for 60 seconds or until the killer got another survivor where you can be certain that you are safe?

    Why do you have to help your team by destroying already vulnerably totems in 16 seconds, getting rid of a possible strong perk against you and your team and STILL be save afterwards?

    And tapping a gen is passively aiding the advancement of the trial by preventing additional task volume for your team and shouldn't in my eyes even be possible by the slight touch of a gen during a chase. This should be a choice between aiding the team and being vulnerable or preferring your own safety over the team. You should not be able to back a cake and eat it, just like killer without ruin have to either give up a chase to use pop or go for the survivor and leave the gen alone.

    Edit: To your first proposition of ds change. You basically want the pre nerf D's back with the additional condition that it turns off when the killer downs/hooks another survivor. Meaning you get the old freedom given by the perk back unless the killer does 1 or 2 minimum 15 second chases plus time to hook and time to find you while you can do objectives? Did I understand that correctly?

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267752#Comment_2267752

    That's how I look at it now. I took a step back and realised its not worth getting stressed or angry. At the absolute maximum I used some good add ons or an offering that I can just get back from a Bloodweb within a match or two, if that.

    In my eyes the biggest problem is that trying to win/be the best is instinctively and socially programmed into us humans. Only the winner aka an alpha gets the best mate/most food and so on. And in the media industry it is most often depicted that the winner gets/takes it all.

    I also stopped going for kills/pips/wins but more for bp/dailies/rift challenges. But i still have to actively remind myself to ignore the instinctive drive to compete and for example relaxe my tensed up shoulder during a close chase and simply let them run.

  • @femotek820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269081#Comment_2269081

    If you end the game as killer with tinkerer and 2 gens and 2,survs left, you have won. The killer only can go to 1 gen, but you can’t finish both

    @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269081#Comment_2269081

    Yes, BUT… you will still only get 1 out of 2 repaired and still not be able to open the gate, so what’s the point? Think about it.

    Best case scenario, one person escapes, and it likely won’t be by getting gens done.

    Or often times, both survivor ditch all gens and look for boxes and hatch to circumvent this situation.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268810#Comment_2268810

    Because the perk deactivates when a survivor does almost anything??? Please tell me how my suggestion wasn't fair. That if a killer downs or hooks someone else, they aren't tunneling you, and therefore your DS should be deactivated. How does a survivor choosing to play the game mean the killer isn't still tunneling them? It doesn't. The devs destroyed DS.

    The perk still let's you run to safety and/or another survivor to heal you back up and even if the killer finds you during that time, does the same as pre nerf.

    Pre nerf survivor would use the get out of jail free card to dive for unhooks straight from getting unhooked because they have bt and know that the killer will neither get them or their saving target straight back on hook.

    Or they use it together with getting saved with bt to be double save and Bodyblock for the unhooker also leaving the killer with a lose/lose situation.

    Many people ask for available counterplay to all killer and whine when it isn't obvious or similar to the rest of the killer cast. And don't tell me slugging was real counterplay to ds, since unbreakable or another get-yourself-up perk was standard at that time and reversable 1 HEALTHstate damage is not nearly the same pressure as irreversible 1 HOOKstate.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268831#Comment_2268831

    Omg same to you ffs dude i wasnt suggesting an actual game mechanic, does anyone read the previous comments? Omg

    Welcome to forums, were only the smallest minority takes the time to read anything but the original post.

  • @[Deleted User] said:

    Elaborate?

    I know you asked the op but let me give my view on the matter.

    Swf opens the possibility for additional coordination via out of game coms, but this option is only available for one side and the other has nothing to compensate this advantage in case both sides were already evenly skilled.

    Other online multiplayer pvp games have implemented tools to give both sides something to shrink the advantage like a ping wheel in league of legends, chat short comments in rocket league and even full in game voice chat like again rocket league, rainbow six siege and overwatch to name a few.

    But dbd is asymmetrical (probably the only surviving game of this genre and therefore has the monopole advantage) and one side can't get any advantage of those tools. But as already mentioned in other threads they could implement such tools to even the playing field for all survivors and could then balance killer around that.

  • @WhereAreYou said:

    Lol.

    Too Bad this necromancing is not reportable. Three threads revived now. All bout something nerfed.

  • @Nyx32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2265763#Comment_2265763

    I haven't been to red ranks in a while, but after coming back to killer after months of quitting DBD (right now rank 13) for some reason the purple ranks (normally around 8 or so) are SIGNIFICANTLY worse than yellow ranks, being on par or even worse than brown ranks, and even some early red ranks are just hot garbage. It's weird.

    The rank reset every month only sets people back a few ranks and even bad people that invest enough time in dbd each month can make more ground than they lose due to the reset. This has led to a extreme dilution in skill at the high ranks.

    I like to compare it to league of legends ranked system (because that was my main game). There high silver and/or low gold elo was reachable for people with a basic understanding of the game and much time investment and everything above that became the area were skill really mattered. Dbd ends at rank 1 which equals to this silver/gold level that is in reach by spamming dbd. But everything above low gold (high gold, platinum, diamond, master, grand master) are also there but the amount of people belonging their gets smaller and smaller with each rank leaving a big portion that doesn't have the necessary skill and shouldn't even be at the top of the latter.

    In my eyes this is also the reason that so many streamer can have their 50 wins streaks because they play this game for a living and might (I do Zzzn't watch much dbd streamer so i can't judge their individual skill correctly but just assume) belong in the category master or grand master while being match with everything else.

  • I try to see them as little extra bp treats, when the survivor take the full egc to ruin their knees in the exit and I already broke all dropped pallets.

  • @Nyx32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2265738#Comment_2265738

    Yeah idk, I don't think any killers need nerfs before spirit and nurse - not saying they need nerfs, but right now they are objectively way better than even the killers directly behind them, so if anyone DOES get addressed it should probably be them

    THE biggest problem with this game balance wise is that it still doesn't have a decent baseline/foundation.

    Solo, swf and killer aren't eye to eye. The rank based matchmaking throwing everything together because of insufficient killer to survivor ratio and there only being 20 ranks with only the softest of rank resets, don't help either. Red ranks are the worst hot pot of skill levels I have ever seen in online multiplayer pvp. Even the normal no ranked queue in league of legends or rocket league match better than this.

  • @Nyx32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2265693#Comment_2265693

    Really? That's weird to see then. Nurse is basically Blight except you go through every object... I guess it's okay for Nurse to be super strong but not other top tiers?

    No the problem is that they see the game only at the top 1% on killer side were they stomp everything and seem to be a not really good solo(?) survivor and compare the top on one against the bottom of the other side.

    Some points have value but are buried in heaps of over exaggerated bias.

  • @Saitamfed said:

    Well... I have had killers DC when I am close to exit and baam. DC penalty because.... because I suppose I got out from the match earlier?

    And no, the point is not "but dude it's a 5/10/25 min ban", if it's not justified then it's not justified... and also, there are ways to know if you have restarted your computer (or had to shut down due to lack of power), or if you used the "leave game" button.

    Those mysterious ways must be quite new to the industry because I got punished for crashes and not quitting on several games over the last 10 years, league of legends, rocket league, overwatch and more.

    Those companies didnt have those magical tools to differentiate between crashes neither on the side of their servers nor my PC from quitting in any way.

  • The problem is that they reset the mmr for this test ending in this potential chaos again. And in my eyes, two days are not even close to enough for especially a reset system to get sufficient data. It's like a hard elo reset at the beginning of a ranked season in league of legends (which they thankfully don't do every year anymore) where in the first day up to two WEEKS matchmaking is a clusterfu*.

    Or they wanted not to see what the data shows but how their system acquires the data or something but then they should say so, that we are again (ab)used as guinea pigs for simply beta testing and shouldn't expect anything from it.

  • @Karao_Ke said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264547#Comment_2264547

    Thanks for the feedback, I'll try to get into the habit of doing this. It just seemed so odd to me because I usually don't have a problem with revealing him, but today was just something else so I figured he was perhaps bugged.

    Just think of it like a first person shooter. You still need the rectangle in the middle of your screen to hit him directly with your eye lazers.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264401#Comment_2264401

    You're forgetting there's not enough killers in general and killers that satisfy the high MMR SWF's or SoloQ, the system will innevitably have to pick lower MMR killers for those lobbies to keep queue times reasonably short, wich means match fairness is thrown out of the window. There's no adaptation phase. Equally matched people will make the game harder for everyone, especially killer because it's a 4v1. Nobody wants easy wins, it's the game that doesn't know how to balance killer role for the 4v1 game.

    MMR is good BUT will expose how weak killer role is but BHVR won't Rebalance the game, they havent in 5 years and it's not now that they will start doing that.

    But a working matchmaking would finally build an even ground on which the devs could really balance the game and individual killers. Right now matchmaking is simply another rng factor making true balancing impossible.

  • @Rittihilatti said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264252#Comment_2264252

    "playerbase of dbd is too small"

    To small for this...too small for that...

    ...giant bullsheet....

    Ahh yes, yes ..... just as a reminder that the killer population is already insufficient at the evening times and is probably outnumbered 1:8 or more rather than the necessary 1:4, shown by threads in here about long survivor queue times (and yes I know that they still vary depending on the s ever region, so spare me any personal anecdotal crap like "but for me queue times are fine and I live wherever").

    And now let's hope that the same relativ amount of killer like survivor will attent the respective queue.

    Not that it ends like Crossplay, were less killer in relation to survivor from their respective consoles playerpool opted in for it, creating better queue time for the consoles outside of Crossplay but worsened for survivor with Crossplay.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264264#Comment_2264264

    I'm saying when you have actual top tier killers vs top tier survivors it's pretty even with maps being the biggest single factor.

    Maybe but just like those top players make up 1% of the community you can calculate the chance of those people versing each other is than way, way less ( 0,01% without taking the ratio of red ranks vs the rest into consideration at which point it might become more because we could exclude, with a proper matchmaking, everything below rank 4).

    Edit: This is btw also the reason why streamer manage those 50 wins streaks in the first place.

  • @IridescentBlood said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264275#Comment_2264275

    I don't think they need to completely change ranks. Just reset everyone from rank 1-10 to rank 10. From 10-15 to rank 15. 15-20 to rank 20.

    Or just reset literally everyone from Rank 1-15 to rank 15. Instead of going from 1 > 5 or from 4 > 5, you'll go from 1 > 15 or 10 > 15 or 14 > 15. It'll make high ranks actually require more time and skill.

    Not really,I can't prove it or anything but judging from stuff of this forum, some if not many people already manage to reach red ranks in a month.

    On the other hand yeah it might keep lesser skilled people out of red ranks and make those 50/100 win sprees less likely.

  • @jamally093 said:

    So yeah it activated for 2 days which is not smart if they want to collect data to see how it's doing instead of 2 days make a week at most see how it did because during the 2 days I was doing completely fine got good matches had some good challenges now i'm back to having teammates that don't do anything and killers that will do nothing but tunnel you.

    They are way too afraid of the backlash of the part of the community that is too impatient to wait for the system to get acclimated.

    A one(!) Day test in the past? What is that supposed to show?

    And you can often read on this forums something like "I don't have any good matches after 3 games, so i will simply wait until the sbmmr test is over." Which will of course not help this test or produce any usable data.

    People simple became to cozy and impatient.

    Edit: also behaviours approach with a soft rank reset every month is a way too short cycle (many other games do this in a yearly cycle or at least 3 months plus) and the range of only 20 ranks is too short and too easy to reach the top (might be explained with the size of the player base and not wanting to stretch it too thin).

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264098#Comment_2264098

    Survivors have been nerfed for the past 3 years and killers still complain. If you balanced around top 1% you know what would happen? Nothing, because top 1% players can already hang with each other.

    Ehm how? The skill based mmr that would make those people only "hang" with each other is never running for longer than a few days.

    With the rank based mmr they get to play against the whole casual part of the community since everything from scrubs, over casual, up to those 1% are mixed together at red ranks. Your statement would only hold if ranks were wieder like for example 50 ranks and the top ranks were harder to achieve than just spamming this game between resets.

    Red rank, at this point, shows more time dedicated to this game than pure skill, proven by the great variation of skill matchups everyday.

  • The problem is that the player base of dbd is too small for separate queue. Otherwise they should've made a non ranked queue ages ago.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261903#Comment_2261903

    Yeah maybe i can do Nurse adept, that can be last chance :dI have other adepts, only she left but i am not good at her.

    I did that two weeks ago on Hawkins were nurses calling helped me get many sweet blink Snipes. I only killed two, because they wanted to headon and force ds all time.

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